How is it possible to assign multiple textures to one mesh w [message #-996141] |
Mon, 24 June 2002 03:00 |
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I tried to find Greg's instructions for this but I can't seem to find them, and so far I've only been able to change the UV Mapping on different areas of the same mesh (ie, making the texture in one area larger than another area). I can't seem to change the texture of one area of the mesh without changing the whole thing. :-\
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How is it possible to assign multiple textures to one mesh w [message #-996129] |
Mon, 24 June 2002 17:19 |
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Hey peeps stop that right now!
You CAN assign several textures to one mesh, it's real simple too.
-First have you mesh ready, untextured. Select the faces you want to have textured in one particular texture
-Go on the ---> Gmax material navitgator and select file system.
-Find the textures you want, and DRAG it onto the selected faces. You can do this with up to 6 texures, just select the faces, and drag, it's real simple. You should see them as you put them on. -Don't put more than 6 textures on your mesh (renegade material editor won't take more...)
-When you're done, close the navigator and select the entire mesh.
-Go in the Renegade Material Editor, and click on "get renegade material", and you'll get the textures on you mesh, divided into "subs". From what i can tell there can only be 6 maximum of them.
-Assign properties for each and voilà!!!
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After that you can go nuts with UVW mapping applied on selected faces only, Select mesh, UVW again and so on.
So basically, this allows you to have fully textured meshes, with nearly NO DETACHES involved.
DETACHING is what i used to do all the time, but never again in such ways, it's a messy process.
Zem
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How is it possible to assign multiple textures to one mesh w [message #-996127] |
Mon, 24 June 2002 17:44 |
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[TW]J_R_Pereira said...
"greg mentioned something about using meshselect and putting a uvw map on the mesh select and just stacking a bunch of those, and collapsing the mesh when you're done"
Zem replies:
That is not for multiple texturing, that is for multiple alignment of the same texture, on the same mesh.
Now of course, if you read what i said above and did it, afterwards, you can apply this process to align your textures perfectly, on each face, without ever detaching.
Here i go again.... -------------------------------
-When your mesh is textured, (i'll take an example of a tunnel, cause i'm sure that's waht you guys are working on...) you'll want to align the textures and make the whole thing look great.... This is how, using UVW mapping, unwrap UVW, and Mesh select.
- When aligning textures to fit, it is a long process, so you'll have to be patient and meticulous. The work is done face by face. That's why it can take a while...
-Ok, select ONE face to start off. Apply UVW mapping and check the "face" box. This will adjust you texture to fit perfectly on the face... To move to the next face, apply a Mesh Select, select a new face and repeat the process until done. Afterwards, you'll "collapse" your modifier stack to return to a simple editable mesh.
Note: the texture may NOT be aligned right, your texture might be rotated 90 degrees in the wrong direction. Here's how to fix that:
-When you're textures appears on the wrong direction, leave the UVW map on face, then you'll have to apply an unwrap UVW and go on the EDIT button.
-A window will open. On the top right corner, there will be a drop down map# box. Since you probably have several textures, you'll have to find the one that that you're working on now.
-When you have it, still inside that window, drag select all the edges of the textures, take the rotate tool and rotate it 90 degrees CW or CCW. You'll notice the selected face on your map has rotated, yet still retaining it's "face" properties in UVW.
-Keep going like that... and collapse.
The results for this are pretty darn good, even perfect, if done well, you can easily obtain WW quality texturing, especially in tunnels.
Zem [ June 24, 2002, 12:49: Message edited by: zemekis ]
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How is it possible to assign multiple textures to one mesh w [message #-996126] |
Mon, 24 June 2002 17:48 |
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BTW, you do not only have to use materials from the file system. I was just thinking, what if I had a material assigned somewhere else in the scene, can I use that too? Yes, you can browse and select materials from your scene. Then I just tried to assign a 2 pass alpha blend to one section of faces... Bad results, it tells me that all the materials on that mesh will need the same number of passes. Oh well, cannot blame a guy for trying.
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How is it possible to assign multiple textures to one mesh w [message #-996121] |
Mon, 24 June 2002 06:12 |
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The way I do it without detatching:
Select the polygons you want to specifically texture, then go to the material editor. Create a new material. Assign the textures you want. Then assign UVW Mapping and edit how you want. Next, convert it to editable mesh (again). This'll get rid of that UVW Map while still keeping it's effects. Select the new polygons you want, create new materials for them, UVW Map, convert to mesh, etc, etc...
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How is it possible to assign multiple textures to one mesh w [message #-996118] |
Mon, 24 June 2002 06:37 |
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Muffin, you'd be better off with my technique (no offence Tax), because it allows you to texture something complex that is already built. (like a tree, or a tunnel or a bunker)
And i've also had the same problem when i tried it your way, the mesh becomes white again, like it refuses to recognize the textures. But Tax, when you do it that way, does the Renegade material editor create subs for the textured mesh? [ June 24, 2002, 13:38: Message edited by: zemekis ]
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